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In 1 collection by David Sid

Immersive Difficulty Levels

4 items

Description

This mod adds challenge by spawning tougher enemies earlier and more often. A Bandit doesn't get any tougher, but you may well end up fighting a Bandit Thug instead. It's a more interesting challenge than the vanilla difficulty's simple damage multiplier.

Since this is intended to replace the in-game difficulty setting, it's recommended to have that setting at Adept.

The inspiration for this was an article (http://j-u-i-c-e.hubpages.com/hub/skyrim-difficulty-settings) that suggested Skyrim's difficulty settings should have adjusted level scaling instead of multiplying damage. This mod implements that idea by altering the generic scaling factors used in generating most leveled enemies. In vanilla Skyrim, these factors range from 33% to 125%. With this mod, they range from 100% to 175%.

The result is that leveled spawns often generate tougher enemy types than usual. Unaffected by the mod are those who level up directly with the player (e.g. Malyn Varen) and those with a fixed level (e.g. Volsung). Since leveled lists are only well-populated up to a certain point, this mod is most effective for characters up to level 35. Beyond that, the challenge will diminish as your character's abilities increase.

If this difficulty is not right for you, there are two other mods in the Immersive Difficulty Levels collection. If you enable more than one at a time, only the lowest in your load order will take effect. The difficulty levels are as follows:

SuperLotus97: I haven't tried it, but if that mod works as described, it would let you keep facing challenging enemies for a wider range of levels (i.e. past level 35, in the case of Jarl difficulty level).

I totally agree with that article, but I wish they would take it one step further and make the enemies smarter and faster, and not tougher. I hate not being able to kill a lightly armored bandit, and him being able to kill me in one swing just because he's "higher leveled". I wish that he would just block more of my hits and have better timing or technique.

Those levels are the points at which you can encounter the highest-level enemies in the (vanilla) game--Ancient Dragons, non-named Dragon Priests, and the like. You meet those enemies at a lower level in High King difficulty than you do at Thane difficulty. After you encounter those enemies, your enemies can't scale up any more as your character level increases. Hence, the game generally gets easier from that point onward.

As to starting on Thane at level 40: you'll still see a difficulty increase. Mainly the easier spawns will generate significantly higher-level, but even the hardest spawns will be a little upgraded from vanilla. For example, you might for example encounter a Dragon Priest as a sarcophagus boss (level 60 on the leveled list) instead of a Draugr Death Overlord (level 50 on the leveled list).

Have a question. Why does this mod state that it would be less useful above level 35 yet the Thane mod says level 40? And why does the high king one say level 30? Surely the most difficult one should be good to higher levels? It doesnt make sense. I am level 40 and have just started using the thane one - is this pointless?

I've added one more mod to the Immersive Difficulty Levels collection--not so much a new difficulty level as an upgrade for any of the existing levels. The Sheogorath mod makes the easiest enemies--the 33% spawns--instead spawn at 999%. Because of the way the lowest scaling factor is used, that means those enemies become completely random and unleveled. It's not for everyone, but for those who like a little madness in their otherwise orderly Skyrim, it may just hit the spot.